Understanding profiler and how to address low performance

Hello,

I have a very demanding scene for architectural vizualisation. (high poly count, huge amount of texture, etc.)
I had a build that was running at 35-40 fps on a gtx 570 (mid-end) so that was clearly acceptable. I recently updated the scene to latest unity build, latest unistorm build and suddenly it drop at 19 fps. When i look at the profiler i can see there is a huge time spent on the CPU for the GI. on a 4.4ghz

The worst one is GISceneManager.UpdateEnvironmentLighting flying at 175ms.
this time is divided in two for GFX.waitforpresent and GFX.readbackimage

where are the ressource to understand what is causing this and how to reduce it.
I didn’t change anything related to the GI to get that increased amount of CPU power but I guess i can reduce maybe the quality of the GI ? how come it is so big if it’s baked ??? I thought baking the GI would make it faster.

the second this using power is the reflectionprobes.getsample. I guess the resolution is too high, but without it, the reflection in thing like mirror really get messy. I was using a 1024 and only have 3-4 reflection probe, which is not a lot. But they count as 1013 calls … i really don’t understand all those number and would love to read a book about it !

mesh.drawVBO also take a 1200 call hit

any suggestion or reference would be more than appreciated

any help anyone ? sorry to bump but i really need to get a working build. I was able to down side the draw call a lot by baking more light, doing some tweak here and there on resolution to a manageable 2300 call. But beside that, i still want to understand those thing in the profiler. any ressource or asset to help on that ?

You should be able to go to Window > Lighting and tweak the GI values in there. Be advised it’s per scene. Might be obvious for some but it took me a minute to realize that, haha.

@jtsmith1287 i know where the lighting window is… it has nothing to do with my question about profiler…

You’re saying your slowdowns are due to GI… so I’m saying to toy with lighting during runtime to figure out where the bottleneck is.